Artwork > Finished Works and Works in Progress

non Sub-D face template for a future project

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BOB_I_Ts:
i always been point per point / it think the term they give it nowadays is edge modeler ,in mho is best method to get the mesh you want
 
ears yes  the y shape crease in side them are a nightmare in low poly for me i prefer to cheat just texture the ear silhouette after haha

morph2.wmv
two morphs mixing by looks of it i may not even need to use attribute as parameters variation is already between 2 morphs

BOB_I_Ts:
i have began to model the body onto model which will be base mesh in a plugin code named f8ce
F8ceBodyWIP.an8
objects contained in WIP~
F8ce body :mirror x edge loop will be removed from final model
hand :just box modelled (limbs were set to n-gon 8 for bridge command)
foot :box modelled
ear :wire adjusted so user can extrude the y shape in ear
eyes :hmm

At present optimizing the 3d wire cage is most important so instead posting multiple images for you to see wires il post the project (above) instead then i will reply every time i update file .

no criticism is needed for issue with shape ..just Yet! because like i typed some ware before the way the script works mean that the model will need a dissolve ( dwarfed and boney/min 0.0%) and bloated (bulbous giant/max 100.0%) to find the base version (default/50.0%) with out actually seeing it
! it could be cross between LOTR gollum and 40k nurgle haha

MP3D:
Hi, BOB_I_Ts

I just had a look at your model and the wire cage. I do have a question on why you choose to break the edge loop flow around the rib cage, near the pelvis area? The only reason I can think of is, you are wanting to deform this area for muscle with your plug-in???
but keeping the edge loop flow will do the same thing. Also there is an issue around the mouth area the edge loops break. and at the bottom of the cheek bone there is an edge loop that goes no where.

I am pointing out what I see, and I have no idea how detailed ( as in edge loop flow) you want this model to be for your plug-in.

other then that the edge loops look really clean. ;) ;) ;D

As for the poly count, I believe you are right on the mark for deforming the mesh in any area you want with no problems.

Hope that helps.

MP3D

BOB_I_Ts:
hello MP3D good to see other senior anim8ors still around  :D

thanks for advice i change rib wire so quad loop selects can be used there ,i see were you mean i originally split few edges to match the divisions on sphere primitive i guess doesn't really matter if  socket match the divisions of the sphere

reason was i hoped when model complete it would have no holes (green edges)

file updated object list changed
foot : unchanged
eyes : unchanged "connected to cheek issue"
dissolve : nothing yet
bloat : editing box modelled hands bridged & ear edit merged

shape edit partially began based from running make human app in background

BOB_I_Ts:
is this better MP !?

file update foot attached

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